• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
HerrDave
Reaction score
4,460

Profile posts Latest activity Postings Experience Media Albums Resources About

  • haha good luck on your work...
    anyway can i edit your horse skin? (for my model ) [the black horse is the one i want to edit]

    (or if you have alot of freetime)
    if you like... the thing i want to edit to is black horse-> nightmare
    the eye with fire and the horse hair with fire :D

    i can do it myself though if you give me permission for your black horse
    erm for your horse's skin
    the brown horse maybe you should use the bandit mage's horse
    ah those tools are long outdated and probably broken.. what i use is mdlvis and retera's 'matrix eater'
    also i hope you're using 'mdlx converter', the other converter.. has somehow caught a virus or something.. and just crashes too much
    mhm.. did you try merely tweaking the mesh rigging in mdlvis? (on your comment about no ability to animate, since it ain't really animating :xxd:)
    well it's not.. that skin lacks originality, which it could easily have if you gave it a more complete redesign from the start..
    aha, here we go.. that troll specimen definitely fits to the ogre shape, but it just needs to look the part, different skin texture, different armor texture, ornaments.. it just needs to look closer to that troll you have. that's about all, it should NOT be just a recolored ogre.. i hope you understood it :)
    maybe you should try making zombies outta some better unit.. peasant, villager? they might not have zombie-like animations but you can always slow the anims down, i think
    and they're perhaps a lot better in wrap

    as for troll, well, what is your inspiration? how does it look? can you make it look exactly like your inspiration does? or at least similar? ogres are definitely not trolls, unless you do a complete skin for them from scratch, that means, of course head, body, that 'loincloth' and the weapon all completely redone until the unit doesn't look like an ogre at all.. something called dedication to a single texture is probably a good idea..

    now excuse me, i need to put your new ogre skin to 'needs fix' until you really make it different.. all ok? You can't really make nice stuff if you have your attention divided into many many projects, i should know, lol

    EDIT: there.. and don't update until you can focus only on improving that texture, m'kay?
    seeing how the black horse's mane is atm, i feel that it only needs a contrast, a small bit off white to just accent that gray midtone and the black, and it perhaps only needs at the small area of 'upper edge' of the texture, where the sun would hit anyway, am i understandable on that? oO

    also a few mods are concerned about your zombies as not being done well enough, what do you think? if you would scrutinize them a bit, self-critique-ish
    well try not to make it that way.. highlights don't have to be big, just to accent stuff
    https://www.youtube.com/watch?v=VoIkBkIJVJo
    There's a silly little vid from a while ago on it.

    Best things:
    - Rips part of one model to other model
    - I have a version I need to release where you click a unit from the editor's list of units and/or object editor's list of models and it opens that model. No MPQ stuff. But not released yet.
    - The importer is 100%. I have seldom run in to models it could not digest to make more models.
    - Can view and edit bones from "View Controller" option on the right hand side tab. This doesn't sound like much, but if you do a Clone operation, or a Mirror operation, all animations of selected bones are cloned and mirrored as well. That means making a copy of an arm will make another arm that still animates well, even if you move it to somewhere else on a body. Only works if you select the bones, though.
    - Can assign bones from right click menu to change how skeleton is attached to mesh. I think maybe MdlVis can do that too, but I never had bothered to learn MdlVis when I wrote the MatrixEater.
    - Allows editing as much or as little of model(s) as you want. You can open all geosets or one geoset at one time with the View Controller, and many models at one time with the tabbed viewing if you would like.

    Nothing else is popping to mind. I've been busy. Hopefully that video will get you started with some of the best stuff. You can check out the earlier ones in the same series -- "Basics of the Matrix Eater" series is good. "How to Use the Matrix Eater" series is old and more bad, less helpful.
    Sure! What sort of information would you like? I've made a rule of keeping it open-source, even though I haven't spent the time to release the most recent source code (or compiled project, for that matter, which I really need to do!), but I'd be happy to give any of that stuff to you or information about its design.
    I tried to find one ^^! The best ones are too busy and the one I found lost his work when his computer crashed ^^"! But thank you anyway for having tried!
    Happy Birthday! (Happy Birthday!)



    <span style="font-size: 12px">Here is a cake.</span>

    . . . ., ., ., .,. . . . .
    . . .__|__|__|__|__ . . .
    . . .|~~::~~~~::~~| . . .
    . . .|~!!~~~~~~!!~| . . .
    . . .|<(><)><(><)>| . . .
    . . .|}{}{}{}{}{}{| . . .
    _________________________

    <span style="font-size: 12px">Here is your present.</span>

    . . . . . . .\ &&& /. . . . . . .
    . . . . . . ./<span style="font-size: 15px">*&*</span>\. . . . . . .
    |~~~~~|~~~~|~~~~~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~~~~~|~~~~|~~~~~|
    |~~~~~|~~~~|~~~~~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~'0~0'~|~~~~|~'0~0'~|
    |~~~~~|~~~~|~~~~~|
    The map looked great BTW, did you notice though the shadowmeld for the goblin... you could see his entire model from the inside out!
    well.. I'm sure you can further refine that one :) let's see.. just me wondering.. why doesn't he have actual long pants? maybe cutting off a bit after his knees and ragging out, or a battle harness over his chest and back? the log he's striking with also could have a different carving to it, different TC. The nose ring..? maybe you can make it something different.. his mane and tail hair color? dunno what can fit well atm :xxd:

    oh and.. what's that chain used for? :xxd: i don't remember seeing it on the tauren
    Hmm.. tell me, my unique-worded friend, what do you think of your tauren texture? Is it a perfectly good blue cousin of the Milka cow, or a brave, benevolent bovine that needs its own unique charm, which of course, would be reflected in the amount of freehand work

    what say thee..? :xxd:
    No problem! I was just wondering how it was possible ^^! It was an altered melee map? Because I only create altered melee maps =P!
    Thanks a lot for your support! I plan to use one or two of your models ;-)! And if you want to work with me on this project don't hesitate to tell me!
    O RLY? Well, even if you didn't/couldn't offer such a thing, I love networking for friends, and my friend, my friend Retera is a friend indeed; one of the unsung heroes of Wc3 modding to date. (MAH BOI... lol)

    Anyway, I can't remember the link off the top of my head, but do a quick search for "Retera" in the Members List or whatevs and his signature contains a link to the thread (might also be in the "Tools" tab, though it's more a WIP).

    Basically, he coded this program from the ground up by himself to allow him to do all sorts of modelling things he normally had to do in a variety of programs (Notepad, Oinkerwinkle, Magos, MDLVis, etc). Supposedly it has even unlocked (what I consider to be) the Holy Grail of Wc3 Geomerging/Modeling; that of combining two Meshes while keeping their animations (i.e. the perfect tool for 'mounting' any 2 units; normally geomerging a given mesh onto another mesh removes the former mesh's bones & animations & stuff, right?) flawlessy & with complete control.

    He has demonstrated this & many other facets of the program... But like I said, it's definitely still WIP & he readily admits that he can do so much because he built it/knows so much; that it would be harder for someone unaccustomed to it to do the same thing.

    BUT HE EVEN MADE A YOUTUBE SERIES DOCUMENTING HOW TO MAKE IT WORK.

    So yeah, this guy is dedicated, thoughtful, helpful, and potentially game-changing. His program is no less an extension of the creator. Check it out, and good luck!

    (Afterwards, we'll talk... I'm sure there will still be Trolls to do, and if not, I've got plenty others. ... *sinister laugh*... :p)
    Both programs (MDLVIS & Magos) are O.K. for making minor edits in finished models, but both are impractical for scratch-modelling or making completely own stuff. 3ds max is (IMO) too professional and complicated for WC3 models. This aside, i never rly used it, so unfortunately i can't hlp you with this program. :vw_sad:

    For MDLVIS: F1 is for editing vertices (changing the shape of a model), F2 is texture editing (UV-map, skinning) and F3 is for moving/rotating bones, animating and assigning vertices to the corresponding bones. :wink: There must be somewhere on the Internet tutorials about how to use MDLVIS. :wink:
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top